How these techniques are applied to common problems in game development

In particular, I am going to finish my degree in Physics & Computer Science this summer, and afterwards will start an MSc. in Games Development. So I am looking for an informative read over the summer.

I know that there are a lot of books about this out there. However, I am particularly looking for a book that does not waste 300 pages on re-explaining what Trigonometry, Vectors or Matrices are...

Is there any book that is written for people like me with some background in maths? Something that explains the less-obvious techniques and how to apply them to solving problems in game development? Topics could include for example 3D Maths, Collision Detection / Physics, AI.

Well, let me explain... Yes, I could probably work out many game development problems myself, somehow. However, I'd prefer spending a few hours reading about the smart ways that others have come up with already, hence avoiding the reinvention of the wheel.
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BenApr 27 '12 at 22:41

What is your background in game development? Are you very new to it?
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doppelgreenerApr 27 '12 at 23:09

4

Well, I would suggest you to start deving, and when you face a problem, just search the web and you'll find a good solution in math for it. IMHO this is better, because you're already applying the theory, so it "fix" on your head much better.
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Gustavo MacielApr 27 '12 at 23:37

8

Far better than reading a book over the summer would be to develop a game over the summer. You'll find out what you need to focus more on and you'll get some experience. Also, my opinion is the MS is a waste.
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Byte56♦Apr 27 '12 at 23:48

2 Answers
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Ok, one thing I learned about efficient learning is, don't just read. Program. The problems with "just reading" are twofold:

1) It's not very interesting, so progress can be slow

2) The knowledge evaporates quickly, unless you do activities which make it stick

So get a good book as a reference, so you have something to refer to, but above all start building a game that will use basic physics. Read when you encounter a problem you cannot solve on your own. The book's material will be that much more interesting to you then.

Some great books I used when I was starting (even though I knew vector math etc) were:

2) Cg tutorial - now available online for free. I wouldn't recommend using Cg as a shading language at all these days, but the first few chapters are excellent, and the basic ideas of Cg (uniform parameters etc) have their analogs in other shading languages

Wow, nice, thx so much for the nvidia link. I have heard of the 3D Math Primer, however, I really don't think I can make any use of the first 200 or so pages. Might just get it anyway, not sure. @michael.bartnett Yeah, I noticed, all his links point to the kindle editions for some reason.
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BenApr 28 '12 at 5:35

Spot on. If you can program something, then you understand it, in depth, piece by piece.
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ktodiscoApr 28 '12 at 5:39

I really like Eric Lengyel's book. Its first edition was a very useful textbook for me when I was a student, and I keep it next to my desk at work to this very day. I've referred to it so often that the binding is starting to wear out.
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CrashworksMay 2 '12 at 23:43